Cited by 883Educational Games and GamificationTechnology-Enhanced Education StudiesInnovative Teaching Methods

The effect of using Kahoot! for learning – A literature review

Open access
Wang, Alf Inge, Tahir, Rabail·2020·Computers & Education

Abstract

Kahoot! is a game-based learning platform used to review students' knowledge, for formative assessment or as a break from traditional classroom activities. It is among the most popular game-based learning platforms, with 70 million monthly active unique users and used by 50% of US K-12 students. Since the platform was released in 2013, many studies have been published on the effect of using Kahoot! in the classroom, but so far, no systematic analysis of the results. This article presents the results of a literature review on the effect of using Kahoot! for learning and, more specifically, on how Kahoot! affects learning performance, classroom dynamics, students' and teachers' attitudes and perceptions, and students' anxiety. The literature review includes 93 studies, and the main conclusion is that Kahoot! can have a positive effect on learning performance, classroom dynamics, students' and teachers' attitudes, and students’ anxiety. However, there are also studies where Kahoot! has little or no effect. The main challenges mentioned by students include technical problems such as unreliable internet connections, hard to read questions and answers on a projected screen, not being able to change answer after submission, stressful time-pressure for giving answers, not enough time to answer, afraid of losing, and hard to catch up if an incorrect answer had been given. Further, the main challenges mentioned by teachers include getting the difficulty level of questions and answers right, problems related to network connectivity, scoring based on how quickly the students answer reducing student reflection and cause some students to guess without thinking, that some students can have a problem with failing a quiz, and some teachers find it challenging to use the technology.

AI snapshot

Written from the paper’s full text.

TL;DR

This literature review synthesizes 93 studies on Kahoot! and concludes it can positively affect learning performance, classroom dynamics, student/teacher attitudes, and student anxiety, though some studies find little or no effect. It also catalogs challenges such as technical problems, time pressure, fear of losing, and difficulty setting question difficulty.

Key findings

  • Across 93 accepted studies, 48 investigated learning outcomes; 70% of studies with statistical significance tests on learning effect found Kahoot! significantly improved final grade or test results compared with other approaches, but exceptions found no significant improvement versus paper quiz, Clicker, SurveyMonkey, PowerPoint, traditional teaching, or Quizizz.
  • Examples: an English flipped-classroom experimental group averaged 86.18 vs 77.45 for control (p = .007, large effect); a Purdue final exam averaged 79.56 vs 56.83 (p < .0001, large effect); chemistry final grade improved +38.4% with frequent Kahoot! vs +32.0% with less frequent use; a technology-supported group scored 90% on post-test vs 75% for paper.
  • Classroom dynamics: 34 articles described effects, but only 4 included significance tests; most reported improved engagement, interaction, and atmosphere, and no studies reported a negative or neutral effect except reduced positive effect after five months of frequent use (Wang, 2015).
  • Student anxiety: 14 articles, 10 reported reduced anxiety; two significance tests showed lower anxiety for Kahoot! vs Socrative (1.871 vs 2.238, p = .014) and lower anxiety vs control in Earth Science; one study reported agitation. Students’ perceptions: 82 articles, mostly positive; teachers: 10 articles, mostly positive.

Methods

  • Literature review using the Goal, Question, Metrics approach and PRISMA; search string “Kahoot” in Google Scholar, Science Direct, Wiley InterScience, Web of Science, and Scopus; 1232 articles found, 206 qualified, and 93 accepted after critical appraisal.
  • Data extraction and synthesis classified studies by type and nine attributes tied to five research questions: learning performance, classroom dynamics, student anxiety, student perceptions, and teacher perceptions; 38% were experiments, 45% included significance testing, 10% included effect sizes, 86% analyzed quantitative data, and 52% analyzed qualitative data.
  • Sample sizes ranged from 5 to 1000 participants, average N = 105; 84% of studies were in higher education and 16% in K-12.

Limitations

  • Stated: coverage may be incomplete; paywalled articles were excluded; filtering/rejection may have missed relevant studies; biased selection is possible because 97% of accepted articles present mainly positive results and 8% include challenges/problems; generalization is limited to Kahoot! and K-12/higher education, with no studies found on business training or other contexts.
  • Evident from the text: many research questions rest on few statistically significant studies—only 4 classroom-dynamics articles, 2 anxiety articles, and 1 teacher-perception article included significance tests, and only 10% of studies included effect sizes—so several conclusions rely largely on non-significance-tested findings.

Model-written summary. Check it against the paper before relying on it.

Integrity signals

Registry

Crossref · 10.1016/j.compedu.2020.103818

Cites

140 of 140 references verified0 citation errors · 0 not checkable

Statistics

Nothing to recompute.

Claims the paper makes

15 of 82 cited sources checked · 5 supported · 0 flagged · accuracy not yet measured

  • Premisecitation

    A quasi-experiment with 46 eighth-graders in Turkey found that the group using Kahoot! performed significantly better on the post-test (67.39) than the group using Socrative (58.70), p = .030.

    “The results of the experiment showed that the group using Kahoot!performed significantly better on the post-test (67.39 for Kahoot! and 58.70 for Socrative), which is statistically significant (p ¼ .030).”
    Quote in the paperSubstantial claim1 of 1 sources checked
    • cites Turan & Meral, 2018 source

      The achievement-results section reports the stated post-test means (67.39 for Kahoot and 58.70 for Socrative) and significant difference (p = .030). The Study Group and Method sections confirm a quasi-experiment with 46 students in Turkey, but they identify the participants as seventh-graders, not eighth-graders. (LLM, conf=0.94)

      Experimental — accuracy not yet measured
  • Interpretationcitation

    Student anxiety can be decreased through having the option to be anonymous both to fellow students and the teacher through the use of nicknames.

    “At the same time, student anxiety can be decreased through having the option to be anonymous both to fellow students and the teacher through the use of nicknames”
    Quote in the paperNot a substantial claim1 of 3 sources checked
    • cites Lee et al., 2019 source
    • cites Susanti, 2017

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites Turan & Meral, 2018 source

      The Results section reports lower test-anxiety scores for students using the game-based response system than for those using the non-game-based system. The Discussion suggests engagement and other possible explanations, but our copy does not link the reduction to anonymity from classmates or the teacher, or mention nicknames (searched: anonymous, nicknames, anonymity). (LLM, conf=0.87)

      Experimental — accuracy not yet measured
  • Premisecitation

    Students using Kahoot! were significantly more engaged than students using Socrative (Turan & Meral, 2018).

    “students using Kahoot!were significantly more engaged than students using Socrative (Turan & Meral, 2018)”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Turan & Meral, 2018 source
  • Findingcitation

    Only one study, with 15 pre-service teachers in Biology education in Turkey, included a statistical analysis of results related to teachers' perception of the use of Kahoot! (Yapıcı & Karakoyun, 2017).

    “Only one study, with 15 pre-service teachers in Biology education in Turkey, included a statistical analysis of the results related to teachers' perception of the use of Kahoot! (Yapıcı & Karakoyun, 2017).”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Yapıcı & Karakoyun, 2017 source

      The Participants section identifies 15 preservice biology teachers, and Data Collection Tools says the study examined their views of Kahoot. But Data Analysis and Findings obtained via the motivation scale show that the Wilcoxon statistical test assessed motivation scores; views were analyzed through qualitative content analysis and reported with frequencies. This paper also cannot establish that it was the only such study. (LLM, conf=0.87)

      Experimental — accuracy not yet measured
  • Premisecitation

    A study comparing Socrative with Kahoot! among 46 seventh graders in Turkey found a statistically significant difference in anxiety scores for Kahoot! compared to Socrative (p = .014).

    “In a study comparing the use of the student response system Socrative with Kahoot! among 46 seventh graders in Turkey, it was found that there was a statistically significant difference in the anxiety scores for Kahoot!compared to Socrative (p ¼ .014)(Turan & Meral, 2018).”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Turan & Meral, 2018 source
  • May combine two claims. 64
  • Classified as probably not a substantial claim. 23
  • The quote only partly states this claim. 6
  • May combine two claims.

    Findingcitation

    A quasi-experiment in a programming course found many positive effects for gamified teaching using Who-Wants-To-Become-A-Millionaire, Kahoot! and Codeacademy programming, including improved class attendance, less late arrivals, higher downloads of course material, improved classroom dynamics, and higher final grade (61% for gamified vs. 53% for traditional).

    “The results showed many positive effects for the gamified approach, including improved class attendance, less late arrivals to class, higher downloads of course material, improved classroom dynamics, and higher final grade (61% for gamified vs. 53% for traditional).”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Fotaris, Mastoras, Leinfellner, & Rosunally, 2016
  • May combine two claims.

    Findingcitation

    In one study where Kahoot! was used for teaching Chinese, using Kahoot! had a significant improvement in the competences of reading and speaking, but not for listening nor vocabulary.

    “In one study where Kahoot! was used for teaching Chinese, using Kahoot!had a significant improvement in the competences of reading and speaking, but not for listening nor vocabulary (X.Liu & Wang, 2017).”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites X.Liu & Wang, 2017
  • May combine two claims.

    Premisecitation

    A study among 65 Preschool teacher students in Turkey evaluated Kahoot! very positively, including its ability to increase students' interest in the lesson, increase students' motivation, help students understand the lesson better, and encourage learners (Bicen & Kocakoyun, 2018).

    “Similarly, a study among 65 Preschool teacher students in Turkey evaluated Kahoot!very positively, including its ability to increase students' interest in the lesson, increase students' motivation, helping students' to understand the lesson better, and that it encourages learners (Bicen & Kocakoyun, 2018).”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Bicen & Kocakoyun, 2018 source

      Split into 2 atoms — 0 confirmed, 2 partially supported, 0 disputed, 0 misattributed, 0 unverifiable. Expand the claim to see per-atom verdicts.

      Experimental — accuracy not yet measured
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    That study showed that teachers' motivation increased significantly after starting to use Kahoot! (p = .001) and that Kahoot! enhanced their teaching, was entertaining, resulted in better teaching, and increased attention and concentration.

    “The study showed that teachers' motivation increased significantly after starting to use Kahoot!(p ¼ .001)and that Kahoot!enhanced their teaching, was entertaining, resulted in better teaching, and increased attention and concentration.”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Yapıcı & Karakoyun, 2017 source

      The motivation-scale findings report a significant increase for 15 preservice biology teachers, and Table 3 gives p = .001. The positive-aspects table reports entertainment, attention and concentration. But the section on future use presents more effective teaching as the preservice teachers’ expectation, not a measured improvement in their teaching. (LLM, conf=0.88)

      Experimental — accuracy not yet measured
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Negative comments in that study were related to persons failing the quiz and lack of technical infrastructure.

    “Negative comments were related to persons failing the quiz and lack of technical infrastructure.”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Yapıcı & Karakoyun, 2017 source

      Table 4 (Suggestions; page unavailable) lists failing the quiz and technological insufficiency as the two negative views. The accompanying text and Conclusion and Discussion specify that the latter meant students’ lack of technological skills, not a lack of technical infrastructure. (LLM, conf=0.88)

      Experimental — accuracy not yet measured
  • May combine two claims.

    Findingcitation

    Articles on Kahoot! and student anxiety without statistical analysis reported findings such as lower fear of asking questions and positive ratings of courage and low stress.

    “The articles on Kahoot and student anxiety that did not include any statistical analysis include findings such as 56% of students following traditional teaching were afraid to ask questions in class compared to 37% for those who played Kahoot! in class (Budiati, 2017); students rated the statements”
    Quote in the paperSubstantial claim2 of 3 sources checked
    • cites Budiati, 2017
    • cites Bicen & Kocakoyun, 2018 source

      Table 3 (section 6) reports a positive rating for the statement that Kahoot builds students’ courage to participate (mean 4.46, SD 0.63). The paper’s Data analysis section (3.5) describes means, standard deviations, frequencies and percentages, rather than inferential tests. I found no result on low stress; the 56% versus 37% comparison is attributed to Budiati (2017) in the citing sentence, not to this paper. (LLM, conf=0.84)

      Experimental — accuracy not yet measured
    • cites M.Ismail et al., 2018 source

      Section 3.1 reports a rating for the statement that gamification makes learning less stressful. The cited paper does not report reduced fear of asking questions or positive ratings of courage. Moreover, sections 2.2 and 3 explicitly describe descriptive statistical analysis, so it is inaccurate to characterize this paper as having no statistical analysis. The 56% and 37% figures are attributed to Budiati, not this source. (LLM, conf=0.86)

      Experimental — accuracy not yet measured
  • May combine two claims.

    Premisecitation

    In that study, the anxiety score for Socrative was 2.238 and for Kahoot! was 1.871, where a lower value represents less anxiety.

    “The anxiety score for Socrative was 2.238, and for Kahoot! it was 1.871, where a lower value represents less anxiety.”
    Quote in the paperSubstantial claim1 of 1 sources checked
    • cites Turan & Meral, 2018 source
  • Classified as probably not a substantial claim. May combine two claims.

    Findingcitation

    Further studies report that students found Kahoot! helpful to prepare for the exam, that Kahoot! increased their interest in learning more about what they had learned and that they told others about it, that students' motivation and confidence increased, and they felt more secure and safe in class, and that students felt comfortable answering anonymously in class making the classroom-friendly and,

    “Further studies report that students found Kahoot! to be helpful to prepare for the exam (Iwamoto et al., 2017), that Kahoot!increased their interest in learning more about what they had learned and that they told others about it (Budiati, 2017), that the students motivation and confidence increased, and they felt more secure and safe in class (Tsymbal, 2018), and that students felt comfortable”
    Quote in the paperSubstantial claim1 of 3 sources checked
    • cites Iwamoto et al., 2017

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites Budiati, 2017
    • cites Tsymbal, 2018 source

      Split into 3 atoms — 0 confirmed, 3 partially supported, 0 disputed, 0 misattributed, 0 unverifiable. Expand the claim to see per-atom verdicts.

      Experimental — accuracy not yet measured
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingown data

    Four literature reviews where Kahoot! was mentioned were found.

    “In the search for literature, four literature reviews where Kahoot! was mentioned were found.”
    Quote in the paperNot a substantial claim
  • May combine two claims. The quote only partly states this claim.

    Findingcitation

    A quasi-experiment with 400 students in an Educational technology course at the University of Florence compared traditional with game-based teaching using Kahoot! through a pre- and post-test on theoretical and practical topics; the results showed that the use of Kahoot! had a significant improvement from pre- to post-test for all topics (p = .001, effect size large), but compared to the传统

    “The results showed that the use of Kahoot! had a significant improvement from pre-to post-test for all topics (p ¼ .001,effect size large), but compared to the traditional approach, the Kahoot!group, performed only significantly better on theoretical topics (p ¼ .0001,effect size small) and not on the more practical topics.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Ranieri, Raffaghelli, & Bruni, 2018

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • May combine two claims.

    Findingown data

    Thirty-four articles in the literature review explicitly describe how Kahoot! affects classroom dynamics, but only four of these contain any analysis for statistical significance.

    “Thirty-four of the articles in our literature review explicitly describe how Kahoot!affects the classroom dynamics, but only four of these contain any analysis for statistical significance.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingcitation

    A quasi-experiment where one group received traditional teaching using paper, while the other received technology-supported learning using Voki, Buncee, Kahoot! and Answergarden, found both groups performed the same on the pre-test, but the technology-supported learning group performed significantly better on the post-test (scored 90%) compared to those who used paper (scored 75%).

    “Both groups performed the same on the pre-test, but the technology-supported learning group performed significantly better on the post-test (scored 90%) compared to those who used paper (scored 75%).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Filologiczna, 2016

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • May combine two claims.

    Findingcitation

    A quasi-experiment in the USA with 49 undergrad students investigated the impact on the final grade of learning of lectures with group discussions vs. lectures with Kahoot! where it was found that Kahoot! made a significant impact on the exam score (p = .008).

    “A quasi-experiment in the USA with 49 undergrad students investigated the impact on the final grade of learning of lectures with group discussions vs. lectures with Kahoot!where it was found that Kahoot! made a significant impact on the exam score (p ¼ .008)(Iwamoto et al., 2017).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Iwamoto et al., 2017

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • May combine two claims.

    Findingcitation

    A quasi-experiment over ten weeks in an English course in Turkey with 43 college students divided into a control group doing group discussions and an experimental group using Kahoot! showed that the control group got an average score of 46.05, and the experimental group an average score of 63.15 (p = .035).

    “The results showed that the control group got an average score of 46.05, and the experimental group an average score of 63.15 (p ¼ .035).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Asmalı, 2018
  • May combine two claims.

    Findingcitation

    In the same study, 20% more students passed the exam with less frequent use of Kahoot! than traditional teaching and 29% with frequent use.

    “Further, 20% more students passed the exam with less frequent use of Kahoot! than traditional teaching and 29% with frequent use.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Ares, Bernal, Nozal, S anchez, & Bernal, 2018

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • May combine two claims.

    Findingnone given

    There are a few studies where Kahoot! did not result in improved learning or did not have a significant positive effect on learning performance.

    “However, there are also a few studies where Kahoot! did not result in improved learning.”
    • Also stated in: § 5. Conclusions · plain
      “However, there are also few studies where Kahoot! did not have a significant positive effect on learning performance.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingnone given

    Of the thirty-six studies investigating the learning outcome of only using Kahoot! for teaching, six are in the K-12 context, while the rest are with university students.

    “Of the thirty-six studies investigating the learning outcome of only using Kahoot!for teaching, six are in the K-12 context (Primary, Secondary, and High School), while the rest are with university students.”
    Quote in the paperNot a substantial claim
  • The quote only partly states this claim.

    Findingcitation

    There are exceptions where Kahoot! did not result in a significantly improved learning effect compared to other teaching approaches.

    “However, there are some exceptions.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingcitation

    A case study from Portugal with 324 university students showed that with Kahoot! the average grade was improved 6.4% compared to traditional teaching, that weaker students improved their grades with 12%, and fewer failed the course.

    “A case study from Portugal with 324 university students showed that with Kahoot! the average grade was improved 6.4% compared to traditional teaching, that weaker students improved their grades with 12%, and fewer failed the course (Esteves, Pereira, Veiga, Vasco, & Veiga, 2017).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Esteves, Pereira, Veiga, Vasco, & Veiga, 2017

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • May combine two claims.

    Findingcitation

    In a quasi-experiment in Spain with 89 chemistry students, a control group exposed to traditional teaching was compared to two groups using Kahoot! where one was using Kahoot! twice as much as the other; the results showed a significant improvement in the final grade from traditional teaching to the use of Kahoot! (both groups), and that the group using Kahoot! frequently improved more (+38.4%)

    “The results showed a significant improvement in the final grade from traditional teaching to the use of Kahoot! (both groups), and that the group using Kahoot!frequently improved more (þ38.4%)than the other (þ32.0%).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Ares, Bernal, Nozal, S anchez, & Bernal, 2018

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • May combine two claims. The quote only partly states this claim.

    Findingcitation

    A quasi-experiment among 98 nursing students at La Salle University examined how including four 20 min Kahoot! sessions would affect the final examination scores; the results showed that including these Kahoot! sessions had a significant impact on the final examination scores (p = .005).

    “The results showed that including these Kahoot!sessions had a significant impact on the final examination scores (p ¼ .005).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Kinder & Kurz, 2018 source
  • May combine two claims.

    Findingcitation

    Studies found that Kahoot! positively affected the excitement, engagement, learning experience, and efficiency of the students.

    “Studies also found that Kahoot!positively affected the excitement, engagement, learning experience and efficiency of the students”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    Only four articles related to classroom dynamics include statistical significance tests and two report effect sizes.

    “There are only four articles that include statistical significance tests and two that report effect sizes, so more experiments are necessary for a solid conclusion.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingnone given

    Seventy percent of the articles focusing on student anxiety describe studies that report a reduction of student anxiety from playing Kahoot! in class, but only two studies had tests for statistical significance.

    “Seventy percent of the articles focusing on student anxiety describe studies that report a reduction of student anxiety from playing Kahoot! in class, but there were only two studies with tests for statistical significance.”
    Quote in the paperSubstantial claim
  • May combine two claims. The quote only partly states this claim.

    Findingnone given

    The challenges or negative issues related to Kahoot! mentioned by teachers included getting the difficulty of questions and answer time right, network connectivity problems, scoring based on how quickly students answer reducing student reflection and causing some students to guess without thinking, some students having a problem with failing a quiz, and some teachers finding it challenging to use

    “The challenges or negative issues related to Kahoot! mentioned by teachers in these studies included the challenge of getting the difficulty of questions and answer time right, problems related to network connectivity, scoring based on how quickly the students answer can reduce student reflection and cause some students to guess without thinking, some students can have”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    Most articles in the literature review investigate how students perceive the use of Kahoot! in the classroom, and eighty-two articles reported findings from the students' point of view.

    “Most of the articles found in our literature review investigate how students perceive the use of Kahoot! in the classroom, and eightytwo articles reported findings from the students' point of view.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingnone given

    The main challenges reported by students included technical problems such as unreliable internet connections, hard to read questions and answers on projected screen, not being able to change answer after submission, stressful time-pressure for giving answers, not enough time to answer, afraid of losing, and hard to catch up if an incorrect answer had been given.

    “The main challenges reported by students included technical problems such as unreliable internet connections, hard to read questions and answers on projected screen, not being able to change answer after submission, stressful time-pressure for giving answers, not enough time to answer, afraid of losing, and hard to catch up if an incorrect answer had been given.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    The literature review found fourteen studies where student anxiety is mentioned, and two of these tested for statistical significance.

    “Our literature review found fourteen studies where student anxiety is mentioned, where two tested for statistical significance.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Findingnone given

    The challenges mentioned by most articles were unreliable and slow internet connections.

    “The challenges mentioned by most articles were unreliable and slow internet connections.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    Several articles were left out because they were behind a paywall, most of them published in the proceedings for INTED.

    “However, several articles were left out because they were behind a paywall where most of them were published in the proceedings for the International Conference on Technology, Education and Development (INTED).”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    The main challenges reported by students include technical challenges, hard to read questions and answers on a projected screen, time pressure, afraid of losing, and hard to catch up if an incorrect answer had been given.

    “The main challenges reported include technical challenges, hard to read questions and answers on a projected screen, time pressure, afraid of losing, and hard to catch up if an incorrect answer had been given.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    Fourteen articles contain results related to student anxiety, and ten articles reported that Kahoot! reduced student anxiety related to asking questions, reduced stress and tension, encouraged participation without being judged, added humor to class, and enabled shy students to get involved.

    “Fourteen articles were found that contain results related to student anxiety, and ten articles reported that Kahoot!reduced student anxiety related to asking questions, reduce stress and tension, encourages participation without being judged, add humor to class, and enables shy students to get involved.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingreasoning

    Two studies showed a statistically significant reduction of student anxiety, and one study reported that Kahoot! could produce agitation.

    “Two studies showed a statistically significant reduction of student anxiety, and one study reported that Kahoot! could produce agitation.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingown data

    Of the 206 articles, 22 (11%) were reviews or comparisons from a single person.

    “Reviews | 22 (11%) | Reviews or comparisons from a single person”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Findingnone given

    The literature review shows that several experiments have been conducted on the learning effect of using Kahoot!, but there is still room for empirical studies, especially on classroom dynamics, student anxiety, and perceptions of students and teachers.

    “Our literature review shows that there have been conducted several experiments on the learning effect of using Kahoot!but there is still room for empirical studies, especially on classroom dynamics, student anxiety, and perceptions of students and teachers.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingown data

    The literature review included 93 studies.

    “This article has presented a literature review on the effect of using Kahoot!for learning, where 93 studies were included.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    Of the accepted articles, 97% present mainly positive results related to Kahoot! and 8% include challenges and problems.

    “Of the accepted articles, 97% present mainly positive results related to Kahoot! and 8% include challenges and problems.”
    Quote in the paperSubstantial claim
  • The quote only partly states this claim.

    Findingown data

    Of the 206 articles, 44 (21%) were rejected studies due to lack of description, analysis, no explicit presentation of results, too limited scope, invalid results due to research design or execution, or conclusions not based on data or analysis.

    “Rejected studies | 44 (21%) | Lack of description, analysis, no explicit presentation of results, too limited scope, invalid results due to research design or”
    • Also stated in: § Appendix D. Uses of a Game-based Student Response System · plain
      “execution, conclusions not based on data or analysis”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    Positive findings about teachers' perceptions include higher motivation of teachers, ease of use, a motivating tool, support teachers' instructive work in class, can assess students' knowledge in real-time, increases student motivation, stimulate students to speak their point of view in class, can wake up students, increase class participation, and reduce teacher's workload.

    “Positive findings include higher motivation of teachers, ease of use, a motivating tool, support teachers' instructive work in class, can assess students' knowledge in real-time, increases student motivation, stimulate students to speak their point of view in class, can wake up students, increase class participation, and reduce teacher's workload.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingcitation

    Several studies reported the importance for students to be anonymous, which can result in reduced stress and a safer environment to fail.

    “Several studies reported the importance for students to be anonymous, which can result in reduced stress and a safer environment to fail”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    The main challenges for teachers were technical issues and challenges, getting the questions and answers right, and scoring based on timing.

    “The main challenges were found to be technical issues and challenges, get the questions and answers right and scoring based on timing.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingown data

    Of the 206 articles, 14 (7%) were presentations only and not a study.

    “Presentations | 14 (7%) | Only presentation and not a study”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingnone given

    The literature review included four studies that reported statistically significant results related to classroom dynamics, where one showed that the effect on classroom dynamics was reduced from first-time use to after frequent use over five months.

    “The literature review included four studies that reported statistically significant results related to classroom dynamics, where one showed that the effect on classroom dynamics was reduced from first-time use to after frequent use over five months.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Findingown data

    The search from digital research databases found 1232 articles, of which 206 were added to the review.

    “Total | 1232 | 206”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingcitation

    One challenge mentioned by four articles was stressful time-pressure for giving answers and the tendency that some students simply guessed the answer in order to try to get a high score.

    “One challenge mentioned by four articles was stressful time-pressure for giving answers and the tendency that some students simply guessed the answer in order to try to get a high score”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisenone given

    Kahoot! focuses more on engagement through a competitive gaming experience than other SRSs.

    “The main difference between all the systems mentioned above is that Kahoot!focuses more on engagement through a competitive gaming experience.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Premisecitation

    Boredom in a computer learning environment can cause inferior learning and problem behavior.

    “Boredom in a computer learning environment can cause inferior learning and problem behavior (Baker, D'Mello, Rodrigo, & Graesser, 2010).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Baker, D'Mello, Rodrigo, & Graesser, 2010 source
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Experiments with early Lecture Quiz prototypes showed that Lecture Quiz increased student motivation, engagement, and perceived learning through entertaining social learning activities.

    “Experiments with the early prototypes showed that Lecture Quiz increased student motivation, engagement, and perceived learning through entertaining social learning activities (Wang, Øfsdal, & Mørch-Storstein, 2008;Wu, Wang, Børresen, & Tidemann, 2011).”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites Wang, Øfsdal, & Mørch-Storstein, 2008 source
    • cites Wu, Wang, Børresen, & Tidemann, 2011 source
  • May combine two claims.

    Premisecitation

    Student engagement in lectures improves understanding and academic results.

    “Further, there is extensive evidence that student engagement in lectures improves understanding and academic results (Prince, 2004).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Prince, 2004 source
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Games can be beneficial for academic achievement, motivation, and classroom dynamics.

    “Games can be beneficial for academic achievement, motivation, and classroom dynamics (Sharples, 2000).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Sharples, 2000 source
  • Probably not a substantial claim: may not pass S1 (asserted).

    Premisecitation

    Some teachers are afraid that the competitive gaming elements in Kahoot! will create anxiety for students that will ruin their motivation to learn.

    “Some teachers are afraid that the competitive gaming elements in Kahoot! will create anxiety for the students that will ruin their motivation to learn (Zarzycka-Piskorz, 2016).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Zarzycka-Piskorz, 2016
  • May combine two claims.

    Premisecitation

    Lack of motivation can result in a reduction of learning outcomes and a negative atmosphere in the classroom.

    “Lack of motivation can result in a reduction of learning outcomes and a negative atmosphere in the classroom (O.L. Liu, Bridgeman, & Adler, 2012).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites O.L. Liu, Bridgeman, & Adler, 2012 source
  • May combine two claims.

    Premisecitation

    The feedback practices not fully supported in Kahoot! were: ability to assist in clarifying what good performance is; ability to deliver high-quality information to students about their learning; and ability to encourage teacher and peer dialogue around learning.

    “The identified feedback practices not fully supported in Kahoot! were 1) Ability to assist in clarifying what good performance is; 2) Ability to deliver high-quality information to students about their learning; and 3) Ability to encourage teacher and peer dialogue around learning.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Omar, 2017

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • May combine two claims.

    Premisecitation

    A pilot study from South Korea with 51 university students found that Kahoot! improves vocabulary retention while fostering a positive learning environment and a meaningful learning experience.

    “Finally, there is a pilot study from South Korea with 51 university students that found that Kahoot!improves vocabulary retention while fostering a positive learning environment and a meaningful learning experience (Taylor & Reynolds, 2018).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Taylor & Reynolds, 2018

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • May combine two claims. The quote only partly states this claim.

    Premisecitation

    A quasi-experiment with 593 students found that the use of audio and music in Kahoot! had a significant positive impact on classroom dynamics, resulting in an improved atmosphere for oral questions and discussions in class.

    “The results showed that the use of audio and music in Kahoot! had a significant positive impact on classroom dynamics, which resulted in an improved atmosphere for oral questions and discussions in class.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Wang & Lieberoth, 2016

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    A study found that the learner as leader strategy in Kahoot! contributed to enhancing discussions in groups, especially for the leading group, and benefited those who acted as leaders.

    “The main finding was that the learner as leader strategy contributed to enhancing discussions in groups, especially for the leading group, and benefited those who acted as leaders.”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites Y.-H.Wang, 2017a

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites Y.-H.Wang, 2017b

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • May combine two claims.

    Premisecitation

    A study comparing paper quiz, Clicker student response system, and Kahoot! for reviewing knowledge revealed significant improvement in motivation (small effect size), engagement (medium effect size), enjoyment (small effect size), and concentration (medium effect size) for the gamified approach, but not significant learning improvement (Wang et al., 2016).

    “One study comparing using a paper quiz, a Clicker student response system and Kahoot! for reviewing knowledge, revealed significant improvement in motivation (small effect size), engagement (medium effect size), enjoyment (small effect size), and concentration (medium effect size) for the gamified approach, but not significant learning improvement (Wang et al., 2016).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Wang et al., 2016
  • May combine two claims.

    Premisecitation

    In a comparison of Clicker and Kahoot!, engagement was significantly better with Kahoot! and answering carefully was significantly better with Clicker (Jones et al., 2018).

    “in a comparison of Clicker and Kahoot!-the engagement was significantly better with Kahoot! and answering carefully was significantly better with Clicker (Jones, Harden, Rassias, & Abourashchi, 2018)”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Jones et al., 2018
  • May combine two claims.

    Premisecitation

    Playing Kahoot! frequently over five months did not affect students' engagement, motivation, concentration, and perceived learning negatively compared to the first time it was played, but classroom dynamics were affected (Wang, 2015).

    “One result from these articles shows that playing Kahoot!frequently over five months did not affect the students' engagement, motivation, concentration, and perceived learning negatively compared to the first time it was played, but the classroom dynamics were affected (Wang, 2015).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Wang, 2015 source
  • May combine two claims.

    Premisenone given

    In a survey among 149 secondary education teachers in Greece introduced to Kahoot!, the most positive findings were that Kahoot! was easy to use (4.81 of 5), a motivating tool for learning (4.63 of 5), supported teachers' instructive work in class (4.01 of 5), assessed students' knowledge (4.64 of 5), and was an exciting tool for teaching (4.45 of 5).

    “In a survey, using Likert's scale among 149 secondary education teachers in Greece who were introduced to Kahoot! the most positive findings were that Kahoot! was easy to use (4.81 of 5), it was a motivating tool for learning (4.63 of 5), support teachers' instructive work in class (4.01 of 5), assess students' knowledge (4.64 of 5), and is an exciting tool for teaching (4.45 of 5).”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationcitation

    The studies show that for the majority of studies, Kahoot! had a significant positive effect on motivation, concentration, and perceived learning, but not for all studies.

    “The studies above show that for the majority of studies, Kahoot! had a significant positive effect on motivation, concentration, perceived learningbut not for all studies.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Premisecitation

    The use of audio and points in Kahoot! significantly affects (large effect size) students' concentration, engagement, enjoyment, motivation, perceived learning, and classroom dynamics, and using Kahoot! without points and audio gave the worst result (Wang & Lieberoth, 2016).

    “Another study found that the use of audio and points in Kahoot!significantly affects (large effect size) the students' concentration, engagement, enjoyment, motivation, perceived learning, and classroom dynamics and that using Kahoot!without points and audio gave the worst result (Wang & Lieberoth, 2016).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Wang & Lieberoth, 2016

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • May combine two claims.

    Premisecitation

    Kahoot! had a more positive impact on students' engagement than Quizizz but not significant (Göksün & Gürsoy, 2019).

    “and Kahoot! had a more positive impact on students' engagement than Quizizzbut not significant (G€ oksün & Gürsoy, 2019).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Göksün & Gürsoy, 2019 source
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Study design and conductnone given

    Both involved in the critical appraisal process agreed on what articles to reject, although the reasoning for rejecting the two articles was different.

    “Both involved in the critical appraisal process agreed on what articles to reject, although the reasoning for rejecting the two articles was different.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationreasoning

    Thirty-three other papers all reported improved classroom dynamics from using Kahoot! in the classroom, including improved teacher-student interaction and student-student interaction, more favorable to actively participate in class, improved classroom atmosphere, and easier to answer questions in class.

    “However, the thirty-three other papers all reported on improved classroom dynamics from using Kahoot! in the classroom, including the improved teacher-student interaction and student-student interaction, more favorable to actively participate in class, improved classroom atmosphere, and easier to answer questions in class.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Study design and conductnone given

    To the authors' knowledge, all rejected articles failed to meet the requirements and lacked a description of the research context, lacked a description of results, analysis of data, had conclusions not based on data, or had significant flaws in set-up or execution.

    “To our knowledge, all of the rejected articles failed to meet these requirements, and lacked a description of the research context, lacked a description of results, analysis of data, having conclusions not based on data, or had significant flaws in set-up or execution of the study.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Study design and conductcitation

    The literature review was carried out according to the review method presented in (Dybå & Dingsøyr, 2008) to ensure maximum literature coverage, include all relevant studies and collect and synthesize the data from these studies in a meaningful way.

    “The literature review presented in this article was carried out according to the review method presented in (Dybå & Dingsøyr, 2008) to ensure maximum literature coverage, include all relevant studies and collect and synthesize the data from these studies in a meaningful way.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Dybå & Dingsøyr, 2008 source
  • May combine two claims.

    Interpretationreasoning

    The main conclusion is that students have a very positive perception of the use of Kahoot! in learning, including a positive effect on motivation, engagement, concentration, perceived learning, attention, enjoyment, satisfaction, and confidence.

    “The main conclusion is that students have a very positive perception of the use of Kahoot! in learning, and these results include a positive effect on motivation, engagement, concentration, perceived learning, attention, enjoyment, satisfaction, and confidence.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Interpretationreasoning

    Kahoot! had a positive effect on learning both for K-12 and higher education, as well as for language learning, technical and engineering fields, science, math, business, and nursing.

    “It was found that Kahoot! had a positive effect on learning both for K-12 and higher education, as well as for language learning, technical and engineering fields, science, math, business, and nursing.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Study design and conductnone given

    The search string was simple and should not be a source for leaving out articles.

    “In our case, the search string was simple, and should not be a source for leaving out articles.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationreasoning

    The generalization of the results of this review is limited to Kahoot! and not to game-based learning or any GSRS in general, and for the context of K-12 and higher education.

    “Finally, the generalization of the results of this review is limited to Kahoot! and not to game-based learning or any GSRS in general, and for the context of K-12 and higher education.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    The process of creating realistic incorrect answers requires students to think critically.

    “This process requires students to think critically (Bryant et al., 2018).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Bryant et al., 2018 source
  • Classified as probably not a substantial claim. May combine two claims.

    Study design and conductnone given

    The filter used was to check if the articles described a study, and then articles with studies were checked for relevance (scope), rigor, and credibility.

    “The filter used was to check if the articles described a study, and then articles with studies were checked for relevance (scope), rigor, and credibility.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Interpretationreasoning

    The main conclusion of the literature review is that Kahoot! has a positive effect on learning, but there are challenges and room for improvement.

    “The main conclusion of our literature review is that Kahoot! has a positive effect on learning, but there are challenges and room for improvement.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Study design and conductnone given

    The filtering process was carried out independently by the two authors.

    “This process was carried out independently by the two authors of this article.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based).

    Study design and conductnone given

    By searching Google Scholar, Science Direct, Wiley InterScience, Web of Science, and Scopus, the coverage should be satisfactory.

    “There might be some studies we did not find in our literature search, but we believe the by searching Google Scholar, Science Direct, Wiley InterScience, Web of Science, and Scopus, the coverage should be satisfactory.”
    Quote in the paperNot a substantial claim
76 of 76
  • The paper relies on this without support.

    Most teachers acknowledge that it is a challenge to keep students' motivation, engagement, and concentration over time in a lecture.

    “Most teachers acknowledge that it is a challenge to keep the students' motivation, engagement, and concentration over time in a lecture.”
  • The paper relies on this without support.

    This challenge is usually even a bigger problem in higher education with big classes with little interaction.

    “This challenge is usually even a bigger problem in higher education with big classes with little interaction.”
  • The paper relies on this without support.

    This issue has been identified by Kahoot! staff as one of the main barriers for many to start using the tool.

    “This issue has been identified by Kahoot! staff as one of the main barriers for many to start using the tool.”
3 of 3

Self-check

Percentages, sums and reported differences re-computed from the paper’s own numbers.

Each contradiction between two passages listed here was confirmed by an independent check.

  • Rejected-article count is 20 too high

    Major

    Of 206 articles, 93 were accepted, leaving 113 rejected, not 133. The rejection categories in Table 2 also sum to 113.

    Reported 133 · recomputed 113

  • Same study describes pupils as both eighth- and seventh-graders

    Minor

    The two descriptions cite Turan and Meral (2018) and give incompatible grades for its 46 pupils.

2 of 2

Cites

Flagged first, then by citations

56 of the 196 references couldn’t be matched to a known paper.

Research works printed but not linked: 13

  1. Chotimah, 2018, Kahoot as the alternative media in teaching reading, Proceeding Icon-ELite, 1, 167
  2. Coca, 2013, Software socrative and smartphones as tools for implementation of basic processes of active physics learning in classroom: An initial feasibility study with prospective teachers, European Journal of Physics Education, 4
  3. Dellos, 2015, Kahoot! A digital game resource for learning, International Journal of Instructional Technology and Distance Learning, 12, 49
  4. Filologiczna, 2016, Effects of modern technologies on teaching English vocabulary to primary school learners, CER Comparative European Research, 155
  5. Iona, 2017, Kahoot! The School Librarian, 65, 84
  6. Johns, 2015, Engaging and assessing students with technology, A Review of Kahoot! Delta Kappa Gamma Bulletin, 81, 89
  7. King, 2017, Using Kahoot! Australian Mathematics Teacher, 73, 35
  8. Licorish, S. A., George, J. L., Owen, H. E., & Daniel, B. “Go kahoot!” enriching classroom engagement, motivation and learning experience with games. In International conference on computers in education.
  9. Lunden, 2018, Vol. 2019
  10. Murray, 1991, Effective teaching behaviors in the college classroom, Higher Education: Handbook of Theory and Research, 7, 135
  11. Omar, 2017, The effectiveness of kahoot application towards students' good feedback practice, PEOPLE: International Journal of Social Sciences, 3
  12. Tan Ai Lin, 2018, Kahoot! It: Gamification in higher education, Pertanika Journal of Social Sciences & Humanities, 26
  13. Vick, 2019, Vol. 2019

Cited by

Sorted by citations

Authors
Wang, A. I., & Tahir, R.
Affiliations
Norwegian University of Science and Technology (NO)
Corresponding author
Wang, Alf Inge
Venue
Computers & Education
Publisher
Elsevier BV
Published
2020-05
Volume
149
Pages
103818
ISSN
0360-1315 (ISSN-L)
OpenAlex
W3003825427
Cited by
883
References
196
Citations by year
2026: 84 · 2025: 107 · 2024: 158 · 2023: 196 · 2022: 160 · 2021: 149 · 2020: 27 · 2015: 2
FWCI
197.32
Type
journal article
Language
en
Open access
Locations
  • Computers & Education (publishedVersion, cc-by)
  • Goldsmiths (University of London) (acceptedVersion)
  • NORA - Norwegian Open Research Archives (submittedVersion, cc-by)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Education › Technology-Enhanced Education Studies
  • Social Sciences › Education › Innovative Teaching Methods
Keywords
Kahoot, game-based learning, formative assessment, learning performance, classroom dynamics, student attitudes, teacher attitudes, student anxiety, quiz-based learning, technical challenges, time pressure, K-12 education

About these checks

Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.

Claims read by deepseek-v4.1-flash under definition version 3 (extract-v3) on 2026-10-13.

Classified by jev-1.13-20260917 (gold-guideline-v0.2) on 2026-10-13.

Cited sources are checked by gpt-6-sol.

Statistics and arithmetic are recomputed, not judged.

Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.

What counts as a claim ›How we measure confidence ›How we check this ›

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